http://www.blizzard.com/ghost/images/artwork/ss017.jpg
Wait maybe this should be in the art, or HL2 editing.. admin move it if I posted this in the wrong place.
Re: HOW DO YOU
Posted by ReNo on Fri Nov 4th at 2:48pm 2005

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Posted by ReNo on Fri Nov 4th at 2:48pm 2005
You could use displacements to build one corridor "section", then
simply clone it along to get the length you desire. Additional details
such as the tendrils and slimey bits would probably have to be modelled
to be done well. Together with some shiney/slimey shader using custom
materials of course.
This is a pretty tricky post to categorise, as there is no "right" answer and its more of a design discussion than technical problem. For future reference though, your other question thread was more suited to the editing problems forum (split into seperate posts of course - just read the rules
). I don't think this is too badly placed
" SRC="images/smiles/icon_smile.gif">
This is a pretty tricky post to categorise, as there is no "right" answer and its more of a design discussion than technical problem. For future reference though, your other question thread was more suited to the editing problems forum (split into seperate posts of course - just read the rules
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Re: HOW DO YOU
Posted by MisterBister on Fri Nov 4th at 3:05pm 2005

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Posted by MisterBister on Fri Nov 4th at 3:05pm 2005
I agree with reno.
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Re: HOW DO YOU
Posted by Andrei on Fri Nov 4th at 4:41pm 2005
Posted by Andrei on Fri Nov 4th at 4:41pm 2005
Or you could make the ribcage in 3dsmax and convert it to a mdl file
and just make the floor out of displacements. It would certainly
improve the map's performance.
Re: HOW DO YOU
Posted by Crono on Fri Nov 4th at 5:26pm 2005
Posted by Crono on Fri Nov 4th at 5:26pm 2005
Who wouldn't agree with Reno?
" SRC="images/smiles/icon_smile.gif">
I mean.
Who wouldn't agree with Reno on mapping?
I mean.
Who wouldn't agree with Reno on mapping?
Blame it on Microsoft, God does.
Re: HOW DO YOU
Posted by ReNo on Fri Nov 4th at 6:08pm 2005

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Posted by ReNo on Fri Nov 4th at 6:08pm 2005
Damn you and that clarification, I was going to use your first
statement against you to make you agree the Xbox is a good console 
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Re: HOW DO YOU
Posted by Crono on Fri Nov 4th at 6:16pm 2005
Posted by Crono on Fri Nov 4th at 6:16pm 2005
I know. That's why I put it there.
" SRC="images/smiles/icon_biggrin.gif">
Blame it on Microsoft, God does.
Re: HOW DO YOU
Posted by omegaslayer on Fri Nov 4th at 6:35pm 2005
Did something happen with the xbox? (besides the fact that microsoft is a money leaching monster)

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Posted by omegaslayer on Fri Nov 4th at 6:35pm 2005
? quote:
Damn you and that clarification, I was going to use your first
statement against you to make you agree the Xbox is a good console 
Did something happen with the xbox? (besides the fact that microsoft is a money leaching monster)
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Re: HOW DO YOU
Posted by azelito on Fri Nov 4th at 6:50pm 2005
It was....... Made...?

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Posted by azelito on Fri Nov 4th at 6:50pm 2005
? quote:
Did something happen with the xbox? (besides the fact that microsoft is a money leaching monster)
It was....... Made...?
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Re: HOW DO YOU
Posted by G4MER on Fri Nov 4th at 7:13pm 2005
Posted by G4MER on Fri Nov 4th at 7:13pm 2005
Ive never used the 3DFX program, or a modeling program. but I agree I
think making it a model would help performance.. and then have the
section connected to a TECH like area.. and blend it in with brushes.
But the displacements sounds like something I could do.. I may give it a try..
If Fishy was around Id ask him to try and make the skeleton.. he is a great modeler.
yeah Id like to give this a try.. I think it would be pretty killer, and with the right lighting and sound effects, pretty scary too.
But the displacements sounds like something I could do.. I may give it a try..
If Fishy was around Id ask him to try and make the skeleton.. he is a great modeler.
yeah Id like to give this a try.. I think it would be pretty killer, and with the right lighting and sound effects, pretty scary too.
Re: HOW DO YOU
Posted by KungFuSquirrel on Fri Nov 4th at 8:24pm 2005

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Posted by KungFuSquirrel on Fri Nov 4th at 8:24pm 2005
You don't use the Source engine to make it. Done! 
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Re: HOW DO YOU
Posted by ReNo on Fri Nov 4th at 8:45pm 2005

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Posted by ReNo on Fri Nov 4th at 8:45pm 2005
Oooooooh burn! I can't help but feel the professional industry has turned you into a bitter old man Andrew 
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Re: HOW DO YOU
Posted by KungFuSquirrel on Fri Nov 4th at 11:37pm 2005

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Posted by KungFuSquirrel on Fri Nov 4th at 11:37pm 2005
Well, now that my playful jab is in, the explanation:
Displacements on this would seem to be suicide. They're handy, yeah, but certainly not intended for over half of what people seem to try and do with them and from what I've seen written in guides on how to do some of the advanced stuff the time involvement is simply not worth it ("this might take a couple hours" - WHAT???
)
If you want to build this in a level editor, you'd want to do it in D3 or a d3 engine title. You'd be able to pull off a lot of it by hand. But even given my preference for that technology, I still wouldn't try it myself.
" SRC="images/smiles/icon_smile.gif">
That leaves modeling it. You could make some great modular chunks and string them together for a nice creepy, gooey tunnel
" SRC="images/smiles/icon_smile.gif"> This would drop into source or unreal easily, though I'd kill myself before trying to line up organic models without the ability to see anything other than a poorly aligned box in the grid views
" SRC="images/smiles/icon_wink.gif">
So, in the end, you didn't build it using the Source engine, but all of the big 3 are still viable options for the finished product.
Displacements on this would seem to be suicide. They're handy, yeah, but certainly not intended for over half of what people seem to try and do with them and from what I've seen written in guides on how to do some of the advanced stuff the time involvement is simply not worth it ("this might take a couple hours" - WHAT???
If you want to build this in a level editor, you'd want to do it in D3 or a d3 engine title. You'd be able to pull off a lot of it by hand. But even given my preference for that technology, I still wouldn't try it myself.
That leaves modeling it. You could make some great modular chunks and string them together for a nice creepy, gooey tunnel
So, in the end, you didn't build it using the Source engine, but all of the big 3 are still viable options for the finished product.
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Re: HOW DO YOU
Posted by Nickelplate on Sat Nov 5th at 12:56am 2005

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Posted by Nickelplate on Sat Nov 5th at 12:56am 2005
Here's how valve would do it. They would use a prop model and it would be COMPLETELY useless for any purpose other than this single hallway...
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Re: HOW DO YOU
Posted by Madedog on Sat Nov 5th at 11:06am 2005

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Posted by Madedog on Sat Nov 5th at 11:06am 2005
Haha..
Yoda say:
Had if I for time this, myself would it do I.
(remark: with displacements, they are very easy to render and just a nodraw cube around them would do it
" SRC="images/smiles/icon_smile.gif">)
Yoda say:
Had if I for time this, myself would it do I.
(remark: with displacements, they are very easy to render and just a nodraw cube around them would do it
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Re: HOW DO YOU
Posted by KungFuSquirrel on Sat Nov 5th at 5:07pm 2005
...your point? At best, you could do it in a couple modular sections, but the most effective translation would be a single-use piece. Even in SC:Ghost itself, it might be modular and dropped in where appropriate, but it'll probably be one tunnel.

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Posted by KungFuSquirrel on Sat Nov 5th at 5:07pm 2005
? quote:
Here's how valve would do it. They would use a prop model and it would be COMPLETELY useless for any purpose other than this single hallway...
...your point? At best, you could do it in a couple modular sections, but the most effective translation would be a single-use piece. Even in SC:Ghost itself, it might be modular and dropped in where appropriate, but it'll probably be one tunnel.
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Re: HOW DO YOU
Posted by Nickelplate on Sun Nov 6th at 12:34am 2005

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Posted by Nickelplate on Sun Nov 6th at 12:34am 2005
My point is that I'm disappointed with the props system. Something horrible happened to the concept of "brushwork"
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Re: HOW DO YOU
Posted by wil5on on Sun Nov 6th at 12:49am 2005

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Posted by wil5on on Sun Nov 6th at 12:49am 2005
Brushwork was always clunky, but back in 98 you could get away with it.
If you can make a complex object out of brushes, thats great, but a model will look better and run better.
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Re: HOW DO YOU
Posted by Captain P on Sun Nov 6th at 9:39am 2005

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Posted by Captain P on Sun Nov 6th at 9:39am 2005
That's not Valve's 'fault', it's the way games seem to evolve these
days. People aren't satisfied with blocky architecture alone anymore...
Anyway, modelling, definitely. It allows animations as well which can give some killer effects...
Oh, and KFS, people who go overboard with dismapping creating things that takes hours... isn't that why some people say the devil is in the detail? It's wasting time in general on details and unimportant perfectionism, not specifically overestimating displacements, I think.
Anyway, modelling, definitely. It allows animations as well which can give some killer effects...
Oh, and KFS, people who go overboard with dismapping creating things that takes hours... isn't that why some people say the devil is in the detail? It's wasting time in general on details and unimportant perfectionism, not specifically overestimating displacements, I think.
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Re: HOW DO YOU
Posted by Crono on Sun Nov 6th at 9:50am 2005
Posted by Crono on Sun Nov 6th at 9:50am 2005
Better than Ghost Recon. The entire maps are models. (Like BF, I think)
Which is why they can be so open and large.
Which is why they can be so open and large.
Blame it on Microsoft, God does.
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